Blowhog Family (Pikmin D&D Monsters)

by Aijikun

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Blowhog Family

The Blowhogs are an interesting group of creatures, even by PNF-404's standards. They all share bulbous bodies with tiny limbs, beady eyes, and a means of expulsing some sort of breath weapon. They can be found in all sorts of climates, on the ground or in the air, and can blow away an entire group of enemies with fire, acid, or wind.

Fiery Blowhog

The Fiery Blowhog is a rather plain looking creature, featuring a rotund body with white leathery skin, narrow blue eyes, and a narrow snout with a round red lip. The Fiery Blowhog attacks by spewing forth a mysterious chemical solution from its snout that, when it touches the air, ignites into a spout of flame.

Watery Blowhog

The Watery Blowhog looks almost exactly like its Fiery cousin, except for a blue lip rather than red. The Watery Blowhog also attacks in a similar way, by spewing some strange biological chemical. This chemical ejection does not ignite with the air and actually just resembles water. It is, however, highly acidic, and should be treated with as much caution as the Fiery Blowhog's flames.

Puffy Blowhog

The Puffy Blowhog has a very distinct look; namely, it resembles a giant horizontally-floating purple balloon. With blue stripes, small fins, and a signature small snout, the Puffy Blowhog hovers in the sky at the ready to blow a strong blast of wind to scatter potential predators. The Puffy Blowhog is not terribly dangerous on its own, but when encountered near another more dangerous monster, the Puffy Blowhog proves to be a vexing distraction.

Withering Blowhog

The Withering Blowhog is also airborne, but with a more reserved appearance than the Puffy Blowhog. It has a smaller, smudgy-orange body with a white underbelly. The Withering Blowhog has a similar blowing attack, but rather than blowing enemies away, it features a chemical agent that weakens the constitutions of those caught in its blast.


Fiery Blowhog

Large Beast (Blowhog), Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 105 (14d10+28)
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 4 (-3) 10 (+0) 5 (-3)

  • Damage Resistances fire
  • Senses Passive Perception 8
  • Languages Blowhog
  • Challenge 3 (700 XP)

Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 12 (4d4+2) bludgeoning damage.

Fire Breath (Recharge 4-6). The Fiery Blowhog exhales fire in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful save.

Variant: Watery Blowhog

Damage Resistances acid


Acid Breath (Recharge 4-6). The Watery Blowhog exhales watery acid in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful save.


Puffy Blowhog

Huge Beast (Blowhog), Neutral


  • Armor Class 12
  • Hit Points 76 (9d12+18)
  • Speed Hover 25ft. (30ft. height)

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 4 (-3) 6 (-2) 5 (-3)

  • Damage Vulnerabilities piercing
  • Senses Passive Perception 8
  • Languages Blowhog
  • Challenge 1 (200 XP)

Actions

Harsh Wind (Recharge 3-6). The Puffy Blowhog exhales a blast of harsh wind in a 40-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or take 2 (1d4) bludgeoning damage, be pushed back by 10ft. times the amount of damage taken, and fall prone.


Withering Blowhog

Large Beast (Blowhog), Neutral


  • Armor Class 12 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed Hover 25ft. (30ft. height)

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 4 (-3) 6 (-2) 5 (-3)

  • Damage Vulnerabilities piercing
  • Senses Passive Perception 8
  • Languages Blowhog
  • Challenge 2 (450 XP)

Actions

Sallow Wind (Recharge 3-6). The Withering Blowhog exhales a fume of sour-smelling wind in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage and suffer disadvantage on Strength, Dexterity, and Constitution saving throws until the end of their next turn and disadvantage on their next attack roll.

 

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